overte-HifiExperiments/libraries/render-utils/src/AnimDebugDraw.cpp
2015-08-04 18:14:48 -07:00

282 lines
9.4 KiB
C++

//
// AnimDebugDraw.cpp
//
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "animdebugdraw_vert.h"
#include "animdebugdraw_frag.h"
#include <gpu/Batch.h>
#include "AnimDebugDraw.h"
#include "AbstractViewStateInterface.h"
struct Vertex {
glm::vec3 pos;
uint32_t rgba;
};
class AnimDebugDrawData {
public:
typedef render::Payload<AnimDebugDrawData> Payload;
typedef Payload::DataPointer Pointer;
AnimDebugDrawData() {
_vertexFormat = std::make_shared<gpu::Stream::Format>();
_vertexBuffer = std::make_shared<gpu::Buffer>();
_indexBuffer = std::make_shared<gpu::Buffer>();
_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ, 0);
_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::COLOR_RGBA_32, offsetof(Vertex, rgba));
}
void render(RenderArgs* args) {
auto& batch = *args->_batch;
batch.setPipeline(_pipeline);
auto transform = Transform{};
batch.setModelTransform(transform);
batch.setInputFormat(_vertexFormat);
batch.setInputBuffer(0, _vertexBuffer, 0, sizeof(Vertex));
batch.setIndexBuffer(gpu::UINT16, _indexBuffer, 0);
auto numIndices = _indexBuffer->getSize() / sizeof(uint16_t);
batch.drawIndexed(gpu::LINES, numIndices);
}
gpu::PipelinePointer _pipeline;
render::ItemID _item;
gpu::Stream::FormatPointer _vertexFormat;
gpu::BufferPointer _vertexBuffer;
gpu::BufferPointer _indexBuffer;
};
typedef render::Payload<AnimDebugDrawData> AnimDebugDrawPayload;
namespace render {
template <> const ItemKey payloadGetKey(const AnimDebugDrawData::Pointer& data) { return ItemKey::Builder::opaqueShape(); }
template <> const Item::Bound payloadGetBound(const AnimDebugDrawData::Pointer& data) { return Item::Bound(); }
template <> void payloadRender(const AnimDebugDrawData::Pointer& data, RenderArgs* args) {
data->render(args);
}
}
static AnimDebugDraw* instance = nullptr;
AnimDebugDraw& AnimDebugDraw::getInstance() {
if (!instance) {
instance = new AnimDebugDraw();
}
return *instance;
}
static uint32_t toRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
return ((uint32_t)r | (uint32_t)g << 8 | (uint32_t)b << 16 | (uint32_t)a << 24);
}
gpu::PipelinePointer AnimDebugDraw::_pipeline;
AnimDebugDraw::AnimDebugDraw() :
_itemID(0) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
auto vertShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(animdebugdraw_vert)));
auto fragShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(animdebugdraw_frag)));
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vertShader, fragShader));
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
_animDebugDrawData = std::make_shared<AnimDebugDrawData>();
_animDebugDrawPayload = std::make_shared<AnimDebugDrawPayload>(_animDebugDrawData);
_animDebugDrawData->_pipeline = _pipeline;
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
if (scene) {
_itemID = scene->allocateID();
render::PendingChanges pendingChanges;
pendingChanges.resetItem(_itemID, _animDebugDrawPayload);
scene->enqueuePendingChanges(pendingChanges);
}
// HACK: add red, green and blue axis at (1,1,1)
_animDebugDrawData->_vertexBuffer->resize(sizeof(Vertex) * 6);
Vertex* data = (Vertex*)_animDebugDrawData->_vertexBuffer->editData();
data[0].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[0].rgba = toRGBA(255, 0, 0, 255);
data[1].pos = glm::vec3(2.0, 1.0f, 1.0f);
data[1].rgba = toRGBA(255, 0, 0, 255);
data[2].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[2].rgba = toRGBA(0, 255, 0, 255);
data[3].pos = glm::vec3(1.0, 2.0f, 1.0f);
data[3].rgba = toRGBA(0, 255, 0, 255);
data[4].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[4].rgba = toRGBA(0, 0, 255, 255);
data[5].pos = glm::vec3(1.0, 1.0f, 2.0f);
data[5].rgba = toRGBA(0, 0, 255, 255);
_animDebugDrawData->_indexBuffer->resize(sizeof(uint16_t) * 6);
uint16_t* indices = (uint16_t*)_animDebugDrawData->_indexBuffer->editData();
for (int i = 0; i < 6; i++) {
indices[i] = i;
}
}
AnimDebugDraw::~AnimDebugDraw() {
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
if (scene && _itemID) {
render::PendingChanges pendingChanges;
pendingChanges.removeItem(_itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}
void AnimDebugDraw::addSkeleton(std::string key, AnimSkeleton::Pointer skeleton, const AnimPose& rootPose) {
_skeletons[key] = SkeletonInfo(skeleton, rootPose);
}
void AnimDebugDraw::removeSkeleton(std::string key) {
_skeletons.erase(key);
}
void AnimDebugDraw::addAnimNode(std::string key, AnimNode::Pointer animNode, const AnimPose& rootPose) {
_animNodes[key] = AnimNodeInfo(animNode, rootPose);
}
void AnimDebugDraw::removeAnimNode(std::string key) {
_animNodes.erase(key);
}
static const uint32_t red = toRGBA(255, 0, 0, 255);
static const uint32_t green = toRGBA(0, 255, 0, 255);
static const uint32_t blue = toRGBA(0, 0, 255, 255);
static const uint32_t cyan = toRGBA(0, 128, 128, 255);
static void addWireframeSphereWithAxes(const AnimPose& rootPose, const AnimPose& pose, float radius, Vertex*& v) {
// x-axis
v->pos = rootPose * pose.trans;
v->rgba = red;
v++;
v->pos = rootPose * (pose.trans + pose.rot * glm::vec3(radius * 2.0f, 0.0f, 0.0f));
v->rgba = red;
v++;
// y-axis
v->pos = rootPose * pose.trans;
v->rgba = green;
v++;
v->pos = rootPose * (pose.trans + pose.rot * glm::vec3(0.0f, radius * 2.0f, 0.0f));
v->rgba = green;
v++;
// z-axis
v->pos = rootPose * pose.trans;
v->rgba = blue;
v++;
v->pos = rootPose * (pose.trans + pose.rot * glm::vec3(0.0f, 0.0f, radius * 2.0f));
v->rgba = blue;
v++;
}
static void addWireframeBoneAxis(const AnimPose& rootPose, const AnimPose& pose,
const AnimPose& parentPose, float radius, Vertex*& v) {
v->pos = rootPose * pose.trans;
v->rgba = cyan;
v++;
v->pos = rootPose * parentPose.trans;
v->rgba = cyan;
v++;
}
void AnimDebugDraw::update() {
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
if (!scene) {
return;
}
render::PendingChanges pendingChanges;
pendingChanges.updateItem<AnimDebugDrawData>(_itemID, [&](AnimDebugDrawData& data) {
// figure out how many verts we will need.
int numVerts = 0;
for (auto&& iter : _skeletons) {
AnimSkeleton::Pointer& skeleton = iter.second.first;
numVerts += skeleton->getNumJoints() * 6;
for (int i = 0; i < skeleton->getNumJoints(); i++) {
if (skeleton->getParentIndex(i) >= 0) {
numVerts += 2;
}
}
}
for (auto&& iter : _animNodes) {
AnimNode::Pointer& animNode = iter.second.first;
auto poses = animNode->getPosesInternal();
numVerts += poses.size() * 6;
/*
for (int i = 0; i < poses.size(); i++) {
// TODO: need skeleton!
if (skeleton->getParentIndex(i) >= 0) {
numVerts += 2;
}
}
*/
}
data._vertexBuffer->resize(sizeof(Vertex) * numVerts);
Vertex* verts = (Vertex*)data._vertexBuffer->editData();
Vertex* v = verts;
for (auto&& iter : _skeletons) {
AnimSkeleton::Pointer& skeleton = iter.second.first;
AnimPose& rootPose = iter.second.second;
for (int i = 0; i < skeleton->getNumJoints(); i++) {
AnimPose pose = skeleton->getBindPose(i);
// draw axes
const float radius = 1.0f;
addWireframeSphereWithAxes(rootPose, pose, radius, v);
// line to parent.
if (skeleton->getParentIndex(i) >= 0) {
AnimPose parentPose = skeleton->getBindPose(skeleton->getParentIndex(i));
addWireframeBoneAxis(rootPose, pose, parentPose, radius, v);
}
}
}
for (auto&& iter : _animNodes) {
AnimNode::Pointer& animNode = iter.second.first;
AnimPose& rootPose = iter.second.second;
auto poses = animNode->getPosesInternal();
for (size_t i = 0; i < poses.size(); i++) {
// draw axes
const float radius = 1.0f;
addWireframeSphereWithAxes(rootPose, poses[i], radius, v);
}
}
data._indexBuffer->resize(sizeof(uint16_t) * numVerts);
uint16_t* indices = (uint16_t*)data._indexBuffer->editData();
for (int i = 0; i < numVerts; i++) {
indices[i] = i;
}
});
scene->enqueuePendingChanges(pendingChanges);
}